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XP Awards for -- what????
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<blockquote data-quote="payn" data-source="post: 8837576" data-attributes="member: 90374"><p>Sure, absolutely, I believe that folks can get a serial experience with XP systems. However, I find it's more of a distraction or deterrent from the serial style of play than is useful as a tool. Its like other RPG design elements and choices. The DMPC, for example, is something I know some folks use in their games to good effect, however, I find it conceptually problematic to the experience I'm after. So, I wouldn't use it, however, I can still recognize that it works for others. </p><p></p><p>I would really like to see something along the lines of an emergent and/or evolving playbook mechanic for character development. I am having trouble imaging what it would look like specifically, but conceptually, I could see that style of XP system working in a serial manner for me. </p><p></p><p>That may help stave off tyrant GMs, but it still leaves that caricaturized issue I have. Where everyone just waits for the part of the session where your character yells out, "DNYO-MITE" before enacting their explosives trait or whatever. I view it as enacting the same play over and over like you would expect on a sit-com or episodic television program. These XP systems often lack nuance and depth so the gameplay comes out static. I am, of course, being overcritical of the style of play, but its often the impression I am left with. Some may find that style engaging and the point of playing. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 8837576, member: 90374"] Sure, absolutely, I believe that folks can get a serial experience with XP systems. However, I find it's more of a distraction or deterrent from the serial style of play than is useful as a tool. Its like other RPG design elements and choices. The DMPC, for example, is something I know some folks use in their games to good effect, however, I find it conceptually problematic to the experience I'm after. So, I wouldn't use it, however, I can still recognize that it works for others. I would really like to see something along the lines of an emergent and/or evolving playbook mechanic for character development. I am having trouble imaging what it would look like specifically, but conceptually, I could see that style of XP system working in a serial manner for me. That may help stave off tyrant GMs, but it still leaves that caricaturized issue I have. Where everyone just waits for the part of the session where your character yells out, "DNYO-MITE" before enacting their explosives trait or whatever. I view it as enacting the same play over and over like you would expect on a sit-com or episodic television program. These XP systems often lack nuance and depth so the gameplay comes out static. I am, of course, being overcritical of the style of play, but its often the impression I am left with. Some may find that style engaging and the point of playing. YMMV. [/QUOTE]
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